I played a lot of archer in top 5 legend last year (in august-september), and eventually stopped playing. I recently came back to the came and started playing around with archer and this is a list I reached top 5 legend twice in the past week with.

I think archer is always a tier 1 deck by its ability to adapt to metagames and since the current metagame seems to be a heterogeneous combination of very fast decks and very slow decks, I think this style of archer shines because it has the tools to defend itself against aggro with the pyros, the curse package and the 12 prophecies, and still has tools to beat control with the 7 charges, huntmates and jarls.

You play this deck as a very slow midrange deck against aggro in the firs turns until you get a prophecy or start stabilizing and then you can start a race (do not start a race if you aren't ahead on board, you won't win it), and as a fast deck with ability to find lots of reload and damage from hand versus control (you will almost always break runes after turn 3)

Hit face all day everyday. Ramp scout has few prophecies (typically). Basically, don't spend too many resources trying to deal with their dudes unless their dudes fuck with ur ability to smack their face. Since you get outscaled, end fast as u can and avoid their stall tactics.

I've been playing this deck, but I'm stuck at 3. I find that the deck stalls against any sort of control (or just heavy guard) strategy, because Spinner is the only way to sidestep guard blockers. I feel like the deck needs a slight bit more card draw and breaker elements.

I've made a few changes, but still, the deck feels like it needs something more. I swapped out the Taskad for an Elena Belloch, and traded Slayers out for Cast Outs. The deck is fine against aggro, and can easily win a race, but with the stalls against control, this doesn't feel like a top legend deck yet.